The 9th Age/Tactics/Paths Of Magic
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The magic system used in The 9th Age, a fan-made continuation of Warhammer Fantasy.
Don't go for shadow, it's really bad. Too costly or too situationnal. Fire is pretty solid, heaven has a nice attribute, life is "meh" at best. Wildness has some good spells but attribute isn't really good. Alchemy is good if you play vs Equitaine or dark gods, ok vs something else. Death is ok too, with some spells better than others. ultimate is good vs dwarfs, saurus and monsters. Light is pretty useless , except spells 0 and 1. Ultimate killing spells cannot kill characters, and they're hard to launch so they're generally not worth the 5 dices miscast. Death's ultim is probably an exception cause it can damages monsters. So don't bother with Dwellers in the earth, ultimate transmutation or black terror.